added som test files from jme and some key input to SpaceGame2
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11 changed files with 1569 additions and 2 deletions
316
src/sg/test/TestDirectionalShadowMapPass.java
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316
src/sg/test/TestDirectionalShadowMapPass.java
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/*
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* Copyright (c) 2003-2009 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package sg.test;
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import java.util.HashMap;
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import javax.swing.ImageIcon;
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import com.jme.app.SimplePassGame;
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import com.jme.bounding.BoundingBox;
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import com.jme.image.Texture;
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import com.jme.input.ChaseCamera;
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import com.jme.input.ThirdPersonHandler;
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import com.jme.light.DirectionalLight;
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import com.jme.light.PointLight;
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import com.jme.math.FastMath;
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import com.jme.math.Vector3f;
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import com.jme.renderer.ColorRGBA;
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import com.jme.renderer.Renderer;
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import com.jme.renderer.pass.DirectionalShadowMapPass;
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import com.jme.renderer.pass.RenderPass;
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import com.jme.scene.Node;
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import com.jme.scene.VBOInfo;
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import com.jme.scene.shape.Box;
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import com.jme.scene.shape.PQTorus;
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import com.jme.scene.state.CullState;
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import com.jme.scene.state.FogState;
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import com.jme.scene.state.TextureState;
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import com.jme.util.TextureManager;
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import com.jmex.terrain.TerrainPage;
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import com.jmex.terrain.util.FaultFractalHeightMap;
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import com.jmex.terrain.util.ProceduralTextureGenerator;
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/**
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* <code>TestDirectionShadowMapPass</code>
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*
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* @author Joshua Slack
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* @version $Revision: 1.15 $
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*
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* @author kevglass - updated to test shadow mapping
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*/
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public class TestDirectionalShadowMapPass extends SimplePassGame {
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private Node m_character;
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private Node occluders;
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private ChaseCamera chaser;
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private TerrainPage page;
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private FogState fs;
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private Vector3f normal = new Vector3f();
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private static DirectionalShadowMapPass sPass;
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/**
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* Entry point for the test,
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*
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* @param args
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*/
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public static void main(String[] args) {
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TestDirectionalShadowMapPass app = new TestDirectionalShadowMapPass();
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app.setConfigShowMode(ConfigShowMode.AlwaysShow);
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app.start();
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}
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TestDirectionalShadowMapPass() {
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}
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/**
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* builds the scene.
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*
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* @see com.jme.app.BaseGame#initGame()
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*/
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protected void simpleInitGame() {
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display.setTitle("jME - Shadow Mapping Pass Test");
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display.getRenderer().setBackgroundColor(ColorRGBA.gray.clone());
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setupCharacter();
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setupTerrain();
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setupChaseCamera();
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setupInput();
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setupOccluders();
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rootNode.setRenderQueueMode(Renderer.QUEUE_OPAQUE);
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RenderPass rPass = new RenderPass();
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rPass.add(statNode);
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rPass.add(rootNode);
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pManager.add(rPass);
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sPass = new DirectionalShadowMapPass(new Vector3f(-1, -2, -1));
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sPass.setViewDistance(500);
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sPass.add(rootNode);
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sPass.addOccluder(m_character);
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sPass.addOccluder(occluders);
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pManager.add(sPass);
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}
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protected void simpleUpdate() {
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chaser.update(tpf);
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float characterMinHeight = page.getHeight(m_character
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.getLocalTranslation())
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+ ((BoundingBox) m_character.getWorldBound()).yExtent;
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if (!Float.isInfinite(characterMinHeight)
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&& !Float.isNaN(characterMinHeight)) {
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m_character.getLocalTranslation().y = characterMinHeight;
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}
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float camMinHeight = characterMinHeight + 150f;
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if (!Float.isInfinite(camMinHeight) && !Float.isNaN(camMinHeight)
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&& cam.getLocation().y <= camMinHeight) {
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cam.getLocation().y = camMinHeight;
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cam.update();
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}
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sPass.setViewTarget(cam.getLocation());
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}
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private void setupCharacter() {
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PQTorus b = new PQTorus("torus - target", 2, 3, 2.0f, 1.0f, 64, 12);
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b.setModelBound(new BoundingBox());
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b.updateModelBound();
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b.setVBOInfo(new VBOInfo(true));
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m_character = new Node("char node");
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rootNode.attachChild(m_character);
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m_character.attachChild(b);
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m_character.updateWorldBound(); // We do this to allow the camera setup
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// access to the world bound in our
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// setup code.
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TextureState ts = display.getRenderer().createTextureState();
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ts.setEnabled(true);
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ts.setTexture(TextureManager.loadTexture(
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TestDirectionalShadowMapPass.class.getClassLoader()
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.getResource("jmetest/data/images/Monkey.jpg"),
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Texture.MinificationFilter.BilinearNearestMipMap,
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Texture.MagnificationFilter.Bilinear));
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m_character.setRenderState(ts);
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}
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private void setupTerrain() {
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DirectionalLight dr = new DirectionalLight();
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dr.setEnabled(true);
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dr.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
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dr.setAmbient(new ColorRGBA(.2f, .2f, .2f, .3f));
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dr.setDirection(new Vector3f(0.5f, -0.4f, 0).normalizeLocal());
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dr.setShadowCaster(true);
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PointLight pl = new PointLight();
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pl.setEnabled(true);
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pl.setDiffuse(new ColorRGBA(.7f, .7f, .7f, 1.0f));
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pl.setAmbient(new ColorRGBA(.25f, .25f, .25f, .25f));
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pl.setLocation(new Vector3f(0, 500, 0));
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DirectionalLight dr2 = new DirectionalLight();
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dr2.setEnabled(true);
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dr2.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
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dr2.setAmbient(new ColorRGBA(.2f, .2f, .2f, .4f));
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dr2.setDirection(new Vector3f(-0.2f, -0.3f, .2f).normalizeLocal());
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dr2.setShadowCaster(true);
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CullState cs = display.getRenderer().createCullState();
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cs.setCullFace(CullState.Face.Back);
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cs.setEnabled(true);
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rootNode.setRenderState(cs);
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lightState.detachAll();
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lightState.attach(dr);
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lightState.attach(dr2);
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lightState.attach(pl);
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lightState.setGlobalAmbient(new ColorRGBA(0.6f, 0.6f, 0.6f, 1.0f));
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FaultFractalHeightMap heightMap = new FaultFractalHeightMap(257, 32, 0,
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255, 0.55f);
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Vector3f terrainScale = new Vector3f(10, 1, 10);
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heightMap.setHeightScale(0.001f);
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page = new TerrainPage("Terrain", 33, heightMap.getSize(),
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terrainScale, heightMap.getHeightMap());
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page.setDetailTexture(1, 16);
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rootNode.attachChild(page);
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ProceduralTextureGenerator pt = new ProceduralTextureGenerator(
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heightMap);
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pt.addTexture(new ImageIcon(TestDirectionalShadowMapPass.class
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.getClassLoader()
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.getResource("jmetest/data/texture/grassb.png")), -128, 0, 128);
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pt.addTexture(
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new ImageIcon(TestDirectionalShadowMapPass.class
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.getClassLoader().getResource(
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"jmetest/data/texture/dirt.jpg")), 0, 128, 255);
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pt.addTexture(new ImageIcon(TestDirectionalShadowMapPass.class
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.getClassLoader().getResource(
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"jmetest/data/texture/highest.jpg")), 128, 255, 384);
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pt.createTexture(512);
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TextureState ts = display.getRenderer().createTextureState();
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ts.setEnabled(true);
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Texture t1 = TextureManager.loadTexture(pt.getImageIcon().getImage(),
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Texture.MinificationFilter.Trilinear,
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Texture.MagnificationFilter.Bilinear, true);
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ts.setTexture(t1, 0);
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Texture t2 = TextureManager.loadTexture(
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TestDirectionalShadowMapPass.class.getClassLoader()
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.getResource("jmetest/data/texture/Detail.jpg"),
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Texture.MinificationFilter.Trilinear,
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Texture.MagnificationFilter.Bilinear);
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ts.setTexture(t2, 1);
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t2.setWrap(Texture.WrapMode.Repeat);
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t1.setApply(Texture.ApplyMode.Combine);
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t1.setCombineFuncRGB(Texture.CombinerFunctionRGB.Modulate);
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t1.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);
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t1.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
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t1.setCombineSrc1RGB(Texture.CombinerSource.PrimaryColor);
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t1.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
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t2.setApply(Texture.ApplyMode.Combine);
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t2.setCombineFuncRGB(Texture.CombinerFunctionRGB.AddSigned);
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t2.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);
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t2.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
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t2.setCombineSrc1RGB(Texture.CombinerSource.Previous);
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t2.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
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rootNode.setRenderState(ts);
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fs = display.getRenderer().createFogState();
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fs.setDensity(0.5f);
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fs.setEnabled(true);
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fs.setColor(new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f));
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fs.setEnd(1000);
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fs.setStart(500);
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fs.setDensityFunction(FogState.DensityFunction.Linear);
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fs.setQuality(FogState.Quality.PerVertex);
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rootNode.setRenderState(fs);
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}
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private void setupOccluders() {
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TextureState ts = display.getRenderer().createTextureState();
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ts.setEnabled(true);
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ts.setTexture(TextureManager.loadTexture(
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TestDirectionalShadowMapPass.class.getClassLoader()
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.getResource("jmetest/data/texture/rust.jpg"),
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Texture.MinificationFilter.Trilinear,
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Texture.MagnificationFilter.Bilinear));
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occluders = new Node("occs");
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occluders.setRenderState(ts);
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rootNode.attachChild(occluders);
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for (int i = 0; i < 50; i++) {
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Box b = new Box("box", new Vector3f(), 8, 50, 8);
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b.setModelBound(new BoundingBox());
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b.updateModelBound();
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float x = (float) Math.random() * 2000 - 1000;
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float z = (float) Math.random() * 2000 - 1000;
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b
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.setLocalTranslation(new Vector3f(x,
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page.getHeight(x, z) + 50, z));
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page.getSurfaceNormal(b.getLocalTranslation(), normal);
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if (normal != null)
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b.rotateUpTo(normal);
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occluders.attachChild(b);
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}
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occluders.lock();
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}
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private void setupChaseCamera() {
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Vector3f targetOffset = new Vector3f();
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targetOffset.y = ((BoundingBox) m_character.getWorldBound()).yExtent * 1.5f;
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chaser = new ChaseCamera(cam, m_character);
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chaser.setTargetOffset(targetOffset);
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chaser.getMouseLook().setMinRollOut(150);
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chaser.setMaxDistance(300);
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}
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private void setupInput() {
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HashMap<String, Object> handlerProps = new HashMap<String, Object>();
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handlerProps.put(ThirdPersonHandler.PROP_DOGRADUAL, "true");
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handlerProps.put(ThirdPersonHandler.PROP_TURNSPEED, ""
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+ (.5f * FastMath.PI));
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handlerProps.put(ThirdPersonHandler.PROP_LOCKBACKWARDS, "true");
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handlerProps.put(ThirdPersonHandler.PROP_CAMERAALIGNEDMOVE, "true");
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handlerProps.put(ThirdPersonHandler.PROP_ROTATEONLY, "true");
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input = new ThirdPersonHandler(m_character, cam, handlerProps);
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input.setActionSpeed(100f);
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}
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}
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