/* * 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 jme3test.helloworld; import com.jme3.app.SimpleApplication; import com.jme3.light.DirectionalLight; import com.jme3.material.Material; import com.jme3.material.RenderState.BlendMode; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.queue.RenderQueue.Bucket; import com.jme3.scene.Geometry; import com.jme3.scene.shape.Box; import com.jme3.scene.shape.Sphere; import com.jme3.texture.Texture; import com.jme3.util.TangentBinormalGenerator; /** Sample 6 - how to give an object's surface a material and texture. * How to make objects transparent. How to make bumpy and shiny surfaces. */ public class HelloMaterial extends SimpleApplication { public static void main(String[] args) { HelloMaterial app = new HelloMaterial(); app.start(); } @Override public void simpleInitApp() { /** A simple textured cube -- in good MIP map quality. */ 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"); cube1Mat.setTexture("ColorMap", cube1Tex); cube1Geo.setMaterial(cube1Mat); rootNode.attachChild(cube1Geo); /** 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); // activate transparency cube2Geo.setQueueBucket(Bucket.Transparent); cube2Geo.setMaterial(cube2Mat); rootNode.attachChild(cube2Geo); /** 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")); 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); /** Must add a light to make the lit object visible! */ DirectionalLight sun = new DirectionalLight(); sun.setDirection(new Vector3f(1,0,-2).normalizeLocal()); sun.setColor(ColorRGBA.White); rootNode.addLight(sun); } }