/* * 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.terrain; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.input.KeyInput; import com.jme3.input.controls.ActionListener; import com.jme3.input.controls.KeyTrigger; import com.jme3.light.DirectionalLight; import com.jme3.light.PointLight; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.terrain.geomipmap.TerrainLodControl; import com.jme3.terrain.geomipmap.TerrainQuad; import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator; import com.jme3.terrain.heightmap.AbstractHeightMap; import com.jme3.terrain.heightmap.ImageBasedHeightMap; import com.jme3.texture.Texture; import com.jme3.texture.Texture.WrapMode; /** * Demonstrates how to use terrain. * The base terrain class it uses is TerrainQuad, which is a quad tree of actual * meshes called TerainPatches. * There are a couple options for the terrain in this test: * The first is wireframe mode. Here you can see the underlying trianglestrip structure. * You will notice some off lines; these are degenerate triangles and are part of the * trianglestrip. They are only noticeable in wireframe mode. * Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and * then blended together to reduce distortion and stretching. * Third, which you have to modify the code to see, is Entropy LOD calculations. * In the constructor for the TerrainQuad, un-comment the final parameter that is * the LodPerspectiveCalculatorFactory. Then you will see the terrain flicker to start * while it calculates the entropies. Once it is done, it will pick the best LOD value * based on entropy. This method reduces "popping" of terrain greatly when LOD levels * change. It is highly suggested you use it in your app. * * @author bowens */ public class TerrainTest extends SimpleApplication { private TerrainQuad terrain; Material matRock; Material matWire; boolean wireframe = false; boolean triPlanar = false; protected BitmapText hintText; PointLight pl; Geometry lightMdl; private float grassScale = 64; private float dirtScale = 16; private float rockScale = 128; public static void main(String[] args) { TerrainTest app = new TerrainTest(); app.start(); } @Override public void initialize() { super.initialize(); loadHintText(); } @Override public void simpleInitApp() { setupKeys(); // First, we load up our textures and the heightmap texture for the terrain // TERRAIN TEXTURE material matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md"); matRock.setBoolean("useTriPlanarMapping", false); // ALPHA map (for splat textures) matRock.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png")); // HEIGHTMAP image (for the terrain heightmap) Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png"); // GRASS texture Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); matRock.setTexture("Tex1", grass); matRock.setFloat("Tex1Scale", grassScale); // DIRT texture Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); matRock.setTexture("Tex2", dirt); matRock.setFloat("Tex2Scale", dirtScale); // ROCK texture Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg"); rock.setWrap(WrapMode.Repeat); matRock.setTexture("Tex3", rock); matRock.setFloat("Tex3Scale", rockScale); // WIREFRAME material matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); matWire.getAdditionalRenderState().setWireframe(true); matWire.setColor("Color", ColorRGBA.Green); // CREATE HEIGHTMAP AbstractHeightMap heightmap = null; try { //heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3); heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f); heightmap.load(); } catch (Exception e) { e.printStackTrace(); } /* * Here we create the actual terrain. The tiles will be 65x65, and the total size of the * terrain will be 513x513. It uses the heightmap we created to generate the height values. */ /** * Optimal terrain patch size is 65 (64x64). * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles... */ terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap()); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier terrain.addControl(control); terrain.setMaterial(matRock); terrain.setLocalTranslation(0, -100, 0); terrain.setLocalScale(2f, 0.5f, 2f); rootNode.attachChild(terrain); DirectionalLight light = new DirectionalLight(); light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize()); rootNode.addLight(light); cam.setLocation(new Vector3f(0, 10, -10)); cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y); } public void loadHintText() { hintText = new BitmapText(guiFont, false); hintText.setSize(guiFont.getCharSet().getRenderedSize()); hintText.setLocalTranslation(0, getCamera().getHeight(), 0); hintText.setText("Hit T to switch to wireframe, P to switch to tri-planar texturing"); guiNode.attachChild(hintText); } private void setupKeys() { flyCam.setMoveSpeed(50); inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T)); inputManager.addListener(actionListener, "wireframe"); inputManager.addMapping("triPlanar", new KeyTrigger(KeyInput.KEY_P)); inputManager.addListener(actionListener, "triPlanar"); } private ActionListener actionListener = new ActionListener() { public void onAction(String name, boolean pressed, float tpf) { if (name.equals("wireframe") && !pressed) { wireframe = !wireframe; if (!wireframe) { terrain.setMaterial(matWire); } else { terrain.setMaterial(matRock); } } else if (name.equals("triPlanar") && !pressed) { triPlanar = !triPlanar; if (triPlanar) { matRock.setBoolean("useTriPlanarMapping", true); // planar textures don't use the mesh's texture coordinates but real world coordinates, // so we need to convert these texture coordinate scales into real world scales so it looks // the same when we switch to/from tr-planar mode matRock.setFloat("Tex1Scale", 1f / (float) (512f / grassScale)); matRock.setFloat("Tex2Scale", 1f / (float) (512f / dirtScale)); matRock.setFloat("Tex3Scale", 1f / (float) (512f / rockScale)); } else { matRock.setBoolean("useTriPlanarMapping", false); matRock.setFloat("Tex1Scale", grassScale); matRock.setFloat("Tex2Scale", dirtScale); matRock.setFloat("Tex3Scale", rockScale); } } } }; }