/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.util; import com.jme3.asset.AssetManager; import com.jme3.asset.TextureKey; import com.jme3.bounding.BoundingSphere; import com.jme3.material.Material; import com.jme3.math.Vector3f; import com.jme3.renderer.queue.RenderQueue.Bucket; import com.jme3.scene.Geometry; import com.jme3.scene.Spatial; import com.jme3.scene.shape.Sphere; import com.jme3.texture.Image; import com.jme3.texture.Image.Format; import com.jme3.texture.Texture; import com.jme3.texture.TextureCubeMap; import java.nio.ByteBuffer; import java.util.ArrayList; /** * <code>SkyFactory</code> is used to create jME {@link Spatial}s that can * be attached to the scene to display a sky image in the background. * * @author Kirill Vainer */ public class SkyFactory { /** * The type of map fed to the shader */ public enum EnvMapType{ /** * The env map is a cube map see {@link TextureCubeMap} or 6 separate images that form a cube map * The texture is either a {@link TextureCubeMap} or 6 {@link Texture2D}. * In the latter case, a TextureCubeMap is build from the 6 2d maps. */ CubeMap, /** * The env map is a Sphere map. The texture is a Texture2D with the pixels arranged for * <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere * mapping</a>. */ SphereMap, /** * The env map is an Equirectangular map. A 2D textures with pixels * arranged for <a href="http://en.wikipedia.org/wiki/Equirectangular_projection">equirectangular * projection mapping.</a>. * */ EquirectMap } /** * Create a sky with radius=10 using the given cubemap or spheremap texture. * * For the sky to be visible, its radius must fall between the near and far * planes of the camera's frustrum. * * @param assetManager from which to load materials * @param texture to use * @param normalScale The normal scale is multiplied by the 3D normal to get * a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and * transformation to the normal. * @param sphereMap determines how the texture is used:<br> * <ul> * <li>true: The texture is a Texture2D with the pixels arranged for * <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere * mapping</a>.</li> * <li>false: The texture is either a TextureCubeMap or Texture2D. If it is * a Texture2D then the image is taken from it and is inserted into a * TextureCubeMap</li> * </ul> * @return a new spatial representing the sky, ready to be attached to the * scene graph * @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType)} */ @Deprecated public static Spatial createSky(AssetManager assetManager, Texture texture, Vector3f normalScale, boolean sphereMap) { return createSky(assetManager, texture, normalScale, sphereMap, 10); } /** * Create a sky with radius=10 using the given cubemap or spheremap texture. * * For the sky to be visible, its radius must fall between the near and far * planes of the camera's frustrum. * * @param assetManager from which to load materials * @param texture to use * @param normalScale The normal scale is multiplied by the 3D normal to get * a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and * transformation to the normal. * @param envMapType see {@link EnvMapType} * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, Texture texture, Vector3f normalScale, EnvMapType envMapType) { return createSky(assetManager, texture, normalScale, envMapType, 10); } /** * Create a sky using the given cubemap or spheremap texture. * * @param assetManager from which to load materials * @param texture to use * @param normalScale The normal scale is multiplied by the 3D normal to get * a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and * transformation to the normal. * @param sphereMap determines how the texture is used:<br> * <ul> * <li>true: The texture is a Texture2D with the pixels arranged for * <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere * mapping</a>.</li> * <li>false: The texture is either a TextureCubeMap or Texture2D. If it is * a Texture2D then the image is taken from it and is inserted into a * TextureCubeMap</li> * </ul> * @param sphereRadius the sky sphere's radius: for the sky to be visible, * its radius must fall between the near and far planes of the camera's * frustrum * @return a new spatial representing the sky, ready to be attached to the * scene graph * @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType, int)} */ @Deprecated public static Spatial createSky(AssetManager assetManager, Texture texture, Vector3f normalScale, boolean sphereMap, int sphereRadius) { return createSky(assetManager, texture, normalScale, sphereMap?EnvMapType.SphereMap:EnvMapType.CubeMap, sphereRadius); } /** * Create a sky using the given cubemap or spheremap texture. * * @param assetManager from which to load materials * @param texture to use * @param normalScale The normal scale is multiplied by the 3D normal to get * a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and * transformation to the normal. * @param envMapType see {@link EnvMapType} * @param sphereRadius the sky sphere's radius: for the sky to be visible, * its radius must fall between the near and far planes of the camera's * frustrum * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, Texture texture, Vector3f normalScale, EnvMapType envMapType, float sphereRadius) { if (texture == null) { throw new IllegalArgumentException("texture cannot be null"); } final Sphere sphereMesh = new Sphere(10, 10, sphereRadius, false, true); Geometry sky = new Geometry("Sky", sphereMesh); sky.setQueueBucket(Bucket.Sky); sky.setCullHint(Spatial.CullHint.Never); sky.setModelBound(new BoundingSphere(Float.POSITIVE_INFINITY, Vector3f.ZERO)); Material skyMat = new Material(assetManager, "Common/MatDefs/Misc/Sky.j3md"); skyMat.setVector3("NormalScale", normalScale); switch (envMapType){ case CubeMap : // make sure its a cubemap if (!(texture instanceof TextureCubeMap)) { Image img = texture.getImage(); texture = new TextureCubeMap(); texture.setImage(img); } break; case SphereMap : skyMat.setBoolean("SphereMap", true); break; case EquirectMap : skyMat.setBoolean("EquirectMap", true); break; } texture.setMagFilter(Texture.MagFilter.Bilinear); texture.setMinFilter(Texture.MinFilter.BilinearNoMipMaps); texture.setAnisotropicFilter(0); texture.setWrap(Texture.WrapMode.EdgeClamp); skyMat.setTexture("Texture", texture); sky.setMaterial(skyMat); return sky; } /** * Create a sky using the given cubemap or spheremap texture. * * @param assetManager from which to load materials * @param texture to use * * @param sphereMap determines how the texture is used:<br> * <ul> * <li>true: The texture is a Texture2D with the pixels arranged for * <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere * mapping</a>.</li> * <li>false: The texture is either a TextureCubeMap or Texture2D. If it is * a Texture2D then the image is taken from it and is inserted into a * TextureCubeMap</li> * </ul> * @return a new spatial representing the sky, ready to be attached to the * scene graph * @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType)} */ @Deprecated public static Spatial createSky(AssetManager assetManager, Texture texture, boolean sphereMap) { return createSky(assetManager, texture, Vector3f.UNIT_XYZ, sphereMap?EnvMapType.SphereMap:EnvMapType.CubeMap); } /** * Create a sky using the given cubemap or spheremap texture. * * @param assetManager from which to load materials * @param textureName the path to the texture asset to use * @param sphereMap determines how the texture is used:<br> * <ul> * <li>true: The texture is a Texture2D with the pixels arranged for * <a href="http://en.wikipedia.org/wiki/Sphere_mapping">sphere * mapping</a>.</li> * <li>false: The texture is either a TextureCubeMap or Texture2D. If it is * a Texture2D then the image is taken from it and is inserted into a * TextureCubeMap</li> * </ul> * @return a new spatial representing the sky, ready to be attached to the * scene graph * @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, java.lang.String, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType)} */ @Deprecated public static Spatial createSky(AssetManager assetManager, String textureName, boolean sphereMap) { return createSky(assetManager, textureName, sphereMap?EnvMapType.SphereMap:EnvMapType.CubeMap); } /** * Create a sky using the given cubemap or spheremap texture. * * @param assetManager from which to load materials * @param texture to use * @param envMapType see {@link EnvMapType} * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, Texture texture, EnvMapType envMapType) { return createSky(assetManager, texture, Vector3f.UNIT_XYZ, envMapType); } /** * Create a sky using the given cubemap or spheremap texture. * * @param assetManager from which to load materials * @param textureName the path to the texture asset to use * @param envMapType see {@link EnvMapType} * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, String textureName, EnvMapType envMapType) { TextureKey key = new TextureKey(textureName, true); key.setGenerateMips(false); if (envMapType == EnvMapType.CubeMap) { key.setTextureTypeHint(Texture.Type.CubeMap); } Texture tex = assetManager.loadTexture(key); return createSky(assetManager, tex, envMapType); } private static void checkImage(Image image) { // if (image.getDepth() != 1) // throw new IllegalArgumentException("3D/Array images not allowed"); if (image.getWidth() != image.getHeight()) { throw new IllegalArgumentException("Image width and height must be the same"); } if (image.getMultiSamples() != 1) { throw new IllegalArgumentException("Multisample textures not allowed"); } } private static void checkImagesForCubeMap(Image... images) { if (images.length == 1) { return; } Format fmt = images[0].getFormat(); int width = images[0].getWidth(); int height = images[0].getHeight(); ByteBuffer data = images[0].getData(0); int size = data != null ? data.capacity() : 0; checkImage(images[0]); for (int i = 1; i < images.length; i++) { Image image = images[i]; checkImage(images[i]); if (image.getFormat() != fmt) { throw new IllegalArgumentException("Images must have same format"); } if (image.getWidth() != width || image.getHeight() != height) { throw new IllegalArgumentException("Images must have same resolution"); } ByteBuffer data2 = image.getData(0); if (data2 != null){ if (data2.capacity() != size) { throw new IllegalArgumentException("Images must have same size"); } } } } /** * Create a cube-mapped sky with radius=10 using six textures. * * For the sky to be visible, its radius must fall between the near and far * planes of the camera's frustrum. * * @param assetManager from which to load materials * @param west texture for the western face of the cube * @param east texture for the eastern face of the cube * @param north texture for the northern face of the cube * @param south texture for the southern face of the cube * @param up texture for the top face of the cube * @param down texture for the bottom face of the cube * @param normalScale The normal scale is multiplied by the 3D normal to get * a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and * transformation to the normal. * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale) { return createSky(assetManager, west, east, north, south, up, down, normalScale, 10); } /** * Create a cube-mapped sky using six textures. * * @param assetManager from which to load materials * @param west texture for the western face of the cube * @param east texture for the eastern face of the cube * @param north texture for the northern face of the cube * @param south texture for the southern face of the cube * @param up texture for the top face of the cube * @param down texture for the bottom face of the cube * @param normalScale The normal scale is multiplied by the 3D normal to get * a texture coordinate. Use Vector3f.UNIT_XYZ to not apply and * transformation to the normal. * @param sphereRadius the sky sphere's radius: for the sky to be visible, * its radius must fall between the near and far planes of the camera's * frustrum * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale, float sphereRadius) { Image westImg = west.getImage(); Image eastImg = east.getImage(); Image northImg = north.getImage(); Image southImg = south.getImage(); Image upImg = up.getImage(); Image downImg = down.getImage(); checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg); Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(), null, westImg.getColorSpace()); cubeImage.addData(westImg.getData(0)); cubeImage.addData(eastImg.getData(0)); cubeImage.addData(downImg.getData(0)); cubeImage.addData(upImg.getData(0)); cubeImage.addData(southImg.getData(0)); cubeImage.addData(northImg.getData(0)); TextureCubeMap cubeMap = new TextureCubeMap(cubeImage); return createSky(assetManager, cubeMap, normalScale, EnvMapType.CubeMap, sphereRadius); } /** * Create a cube-mapped sky using six textures. * * @param assetManager from which to load materials * @param west texture for the western face of the cube * @param east texture for the eastern face of the cube * @param north texture for the northern face of the cube * @param south texture for the southern face of the cube * @param up texture for the top face of the cube * @param down texture for the bottom face of the cube * * @return a new spatial representing the sky, ready to be attached to the * scene graph */ public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down) { return createSky(assetManager, west, east, north, south, up, down, Vector3f.UNIT_XYZ); } }