/* * Copyright (c) 2009-2015 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.light; import com.jme3.app.SimpleApplication; import com.jme3.light.DirectionalLight; import com.jme3.light.PointLight; import com.jme3.material.Material; import com.jme3.material.RenderState; import com.jme3.material.TechniqueDef; import com.jme3.math.ColorRGBA; import com.jme3.math.FastMath; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.scene.shape.Quad; import com.jme3.scene.shape.Sphere; import com.jme3.util.MaterialDebugAppState; import com.jme3.util.TangentBinormalGenerator; /** * Checks two sided lighting capability. * * @author Kirill Vainer */ public class TestTwoSideLighting extends SimpleApplication { float angle; PointLight pl; Geometry lightMdl; public static void main(String[] args){ TestTwoSideLighting app = new TestTwoSideLighting(); app.start(); } @Override public void simpleInitApp() { // Two-sided lighting requires single pass. renderManager.setPreferredLightMode(TechniqueDef.LightMode.SinglePass); renderManager.setSinglePassLightBatchSize(4); cam.setLocation(new Vector3f(5.936224f, 3.3759952f, -3.3202777f)); cam.setRotation(new Quaternion(0.16265652f, -0.4811838f, 0.09137692f, 0.8565368f)); Geometry quadGeom = new Geometry("quad", new Quad(1, 1)); quadGeom.move(1, 0, 0); Material mat1 = assetManager.loadMaterial("Textures/BumpMapTest/SimpleBump.j3m"); // Display both front and back faces. mat1.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off); quadGeom.setMaterial(mat1); // SimpleBump material requires tangents. TangentBinormalGenerator.generate(quadGeom); rootNode.attachChild(quadGeom); Geometry teapot = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj"); teapot.move(-1, 0, 0); teapot.setLocalScale(2f); Material mat2 = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); mat2.setFloat("Shininess", 25); mat2.setBoolean("UseMaterialColors", true); mat2.setColor("Ambient", ColorRGBA.Black); mat2.setColor("Diffuse", ColorRGBA.Gray); mat2.setColor("Specular", ColorRGBA.Gray); // Only display backfaces. mat2.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Front); teapot.setMaterial(mat2); rootNode.attachChild(teapot); lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f)); lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m")); lightMdl.getMesh().setStatic(); rootNode.attachChild(lightMdl); pl = new PointLight(); pl.setColor(ColorRGBA.White); pl.setRadius(4f); rootNode.addLight(pl); } @Override public void simpleUpdate(float tpf){ angle += tpf; angle %= FastMath.TWO_PI; pl.setPosition(new Vector3f(FastMath.cos(angle) * 3f, 0.5f, FastMath.sin(angle) * 3f)); lightMdl.setLocalTranslation(pl.getPosition()); } }