/* * 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.texture; import com.jme3.app.SimpleApplication; import com.jme3.bounding.BoundingBox; 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.scene.VertexBuffer; import com.jme3.scene.VertexBuffer.Type; import com.jme3.scene.VertexBuffer.Usage; 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.Texture3D; import com.jme3.texture.image.ColorSpace; import com.jme3.util.BufferUtils; import java.io.IOException; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.util.ArrayList; public class TestTexture3D extends SimpleApplication { public static void main(String[] args) { TestTexture3D app = new TestTexture3D(); app.start(); } @Override public void simpleInitApp() { //mouseInput.setCursorVisible(true); flyCam.setMoveSpeed(10); //creating a sphere Sphere sphere = new Sphere(32, 32, 1); //getting the boundingbox sphere.updateBound(); BoundingBox bb = (BoundingBox) sphere.getBound(); Vector3f min = bb.getMin(null); float[] ext = new float[]{bb.getXExtent() * 2, bb.getYExtent() * 2, bb.getZExtent() * 2}; //we need to change the UV coordinates (the sphere is assumet to be inside the 3D image box) sphere.clearBuffer(Type.TexCoord); VertexBuffer vb = sphere.getBuffer(Type.Position); FloatBuffer fb = (FloatBuffer) vb.getData(); float[] uvCoordinates = BufferUtils.getFloatArray(fb); //now transform the coordinates so that they are in the range of <0; 1> for (int i = 0; i < uvCoordinates.length; i += 3) { uvCoordinates[i] = (uvCoordinates[i] - min.x) / ext[0]; uvCoordinates[i + 1] = (uvCoordinates[i + 1] - min.y) / ext[1]; uvCoordinates[i + 2] = (uvCoordinates[i + 2] - min.z) / ext[2]; } //apply new texture coordinates VertexBuffer uvCoordsBuffer = new VertexBuffer(Type.TexCoord); uvCoordsBuffer.setupData(Usage.Static, 3, com.jme3.scene.VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(uvCoordinates)); sphere.setBuffer(uvCoordsBuffer); //create geometry, and apply material and our 3D texture Geometry g = new Geometry("sphere", sphere); Material material = new Material(assetManager, "jme3test/texture/tex3D.j3md"); try { Texture texture = this.getTexture(); material.setTexture("Texture", texture); } catch (IOException e) { e.printStackTrace(); } g.setMaterial(material); rootNode.attachChild(g); //add some light so that it is visible PointLight light = new PointLight(); light.setColor(ColorRGBA.White); light.setPosition(new Vector3f(5, 5, 5)); light.setRadius(20); rootNode.addLight(light); light = new PointLight(); light.setColor(ColorRGBA.White); light.setPosition(new Vector3f(-5, -5, -5)); light.setRadius(20); rootNode.addLight(light); } /** * This method creates a RGB8 texture with the sizes of 10x10x10 pixels. */ private Texture getTexture() throws IOException { ArrayList<ByteBuffer> data = new ArrayList<ByteBuffer>(1); ByteBuffer bb = BufferUtils.createByteBuffer(10 * 10 * 10 * 3);//all data must be inside one buffer for (int i = 0; i < 10; ++i) { for (int j = 0; j < 10 * 10; ++j) { bb.put((byte) (255f*i/10f)); bb.put((byte) (255f*i/10f)); bb.put((byte) (255f)); } } bb.rewind(); data.add(bb); return new Texture3D(new Image(Format.RGB8, 10, 10, 10, data, null, ColorSpace.Linear)); } }