Java Code Examples for com.jme3.scene.Geometry#setQueueBucket()
The following examples show how to use
com.jme3.scene.Geometry#setQueueBucket() .
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Example 1
Source File: TestBlendEquations.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Adds a "transparent" quad to the scene, that shows an inverse blue value sight of the scene behind. */ private void createLeftQuad() { Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); // This color creates a blue value image. The effect will have a strength of 80% (set by the alpha value). material.setColor("Color", new ColorRGBA(0f, 0f, 1f, 0.8f)); // Result.RGB = Source.A * Source.RGB - Source.A * Destination.RGB // Result.A = Destination.A material.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Custom); material.getAdditionalRenderState().setBlendEquation(RenderState.BlendEquation.Subtract); material.getAdditionalRenderState().setBlendEquationAlpha(RenderState.BlendEquationAlpha.Add); material.getAdditionalRenderState().setCustomBlendFactors( RenderState.BlendFunc.Src_Alpha, RenderState.BlendFunc.Src_Alpha, RenderState.BlendFunc.Zero, RenderState.BlendFunc.One); leftQuad = new Geometry("LeftQuad", new Quad(1f, 1f)); leftQuad.setMaterial(material); leftQuad.setQueueBucket(RenderQueue.Bucket.Transparent); rootNode.attachChild(leftQuad); }
Example 2
Source File: TestBlendEquations.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Adds a "transparent" quad to the scene, that limits the color values of the scene behind the object.<br/> * This effect can be good seen on bright areas of the scene (e.g. areas with specular lighting effects). */ private void createRightQuad() { Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); material.setColor("Color", new ColorRGBA(0.4f, 0.4f, 0.4f, 1f)); // Min( Source , Destination) material.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Custom); material.getAdditionalRenderState().setBlendEquation(RenderState.BlendEquation.Min); material.getAdditionalRenderState().setBlendEquationAlpha(RenderState.BlendEquationAlpha.Min); // In OpenGL no blend factors are used, when using the blend equations Min or Max! //material.getAdditionalRenderState().setCustomBlendFactors( // RenderState.BlendFunc.One, RenderState.BlendFunc.One, // RenderState.BlendFunc.One, RenderState.BlendFunc.One); rightQuad = new Geometry("RightQuad", new Quad(1f, 1f)); rightQuad.setMaterial(material); rightQuad.setQueueBucket(RenderQueue.Bucket.Transparent); rootNode.attachChild(rightQuad); }
Example 3
Source File: TestPostWater.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
private void createBox() { //creating a transluscent box box = new Geometry("box", new Box(50, 50, 50)); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", new ColorRGBA(1.0f, 0, 0, 0.3f)); mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); //mat.getAdditionalRenderState().setDepthWrite(false); //mat.getAdditionalRenderState().setDepthTest(false); box.setMaterial(mat); box.setQueueBucket(Bucket.Translucent); //creating a post view port // ViewPort post=renderManager.createPostView("transpPost", cam); // post.setClearFlags(false, true, true); box.setLocalTranslation(-600, 0, 300); //attaching the box to the post viewport //Don't forget to updateGeometricState() the box in the simpleUpdate // post.attachScene(box); rootNode.attachChild(box); }
Example 4
Source File: SkeletonControl.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
public void showSkeleton(boolean flag) { if (flag) { Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Green); mat.getAdditionalRenderState().setDepthTest(false); SkeletonWire sw = new SkeletonWire(skeleton); Geometry skeletonWireGeom = new Geometry("skeletonWire", sw); model.attachChild(skeletonWireGeom); skeletonWireGeom.setMaterial(mat); skeletonWireGeom.setQueueBucket(Bucket.Transparent); } else { if (skeletonLineNode != null) { skeletonLineNode.removeFromParent(); skeletonLineNode = null; } } }
Example 5
Source File: TestPostWater.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
private void createBox() { //creating a transluscent box box = new Geometry("box", new Box(new Vector3f(0, 0, 0), 50, 50, 50)); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", new ColorRGBA(1.0f, 0, 0, 0.3f)); mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); //mat.getAdditionalRenderState().setDepthWrite(false); //mat.getAdditionalRenderState().setDepthTest(false); box.setMaterial(mat); box.setQueueBucket(Bucket.Translucent); //creating a post view port // ViewPort post=renderManager.createPostView("transpPost", cam); // post.setClearFlags(false, true, true); box.setLocalTranslation(-600, 0, 300); //attaching the box to the post viewport //Don't forget to updateGeometricState() the box in the simpleUpdate // post.attachScene(box); rootNode.attachChild(box); }
Example 6
Source File: WelcomeScreen.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
private void setupSkyBox() { Mesh sphere = new Sphere(32, 32, 10f); sphere.setStatic(); skyBox = new Geometry("SkyBox", sphere); skyBox.setQueueBucket(Bucket.Sky); skyBox.setShadowMode(ShadowMode.Off); Image cube = SceneApplication.getApplication().getAssetManager().loadTexture("Textures/blue-glow-1024.dds").getImage(); TextureCubeMap cubemap = new TextureCubeMap(cube); Material mat = new Material(SceneApplication.getApplication().getAssetManager(), "Common/MatDefs/Misc/Sky.j3md"); mat.setBoolean("SphereMap", false); mat.setTexture("Texture", cubemap); mat.setVector3("NormalScale", new Vector3f(1, 1, 1)); skyBox.setMaterial(mat); ((Node) SceneApplication.getApplication().getViewPort().getScenes().get(0)).attachChild(skyBox); }
Example 7
Source File: BaseMaterialEditor3DPart.java From jmonkeybuilder with Apache License 2.0 | 5 votes |
/** * Change the {@link Bucket} in the {@link EditorThread}. * * @param bucket the new bucket. */ @JmeThread protected void changeBucketTypeImpl(@NotNull final Bucket bucket) { final Geometry testQuad = getTestQuad(); testQuad.setQueueBucket(bucket); final Geometry testSphere = getTestSphere(); testSphere.setQueueBucket(bucket); final Geometry testBox = getTestBox(); testBox.setQueueBucket(bucket); }
Example 8
Source File: TestShaderNodesStress.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void simpleInitApp() { Quad q = new Quad(1, 1); Geometry g = new Geometry("quad", q); g.setLocalTranslation(-500, -500, 0); g.setLocalScale(1000); rootNode.attachChild(g); cam.setLocation(new Vector3f(0.0f, 0.0f, 0.40647888f)); cam.setRotation(new Quaternion(0.0f, 1.0f, 0.0f, 0.0f)); Texture tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); Material mat = new Material(assetManager, "Common/MatDefs/Misc/UnshadedNodes.j3md"); //Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Yellow); mat.setTexture("ColorMap", tex); g.setMaterial(mat); //place the geoms in the transparent bucket so that they are rendered back to front for maximum overdraw g.setQueueBucket(RenderQueue.Bucket.Transparent); for (int i = 0; i < 1000; i++) { Geometry cl = g.clone(false); cl.move(0, 0, -(i + 1)); rootNode.attachChild(cl); } flyCam.setMoveSpeed(20); Logger.getLogger("com.jme3").setLevel(Level.WARNING); this.setAppProfiler(new Profiler()); }
Example 9
Source File: TestColoredTexture.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void simpleInitApp() { Quad quadMesh = new Quad(512,512); Geometry quad = new Geometry("Quad", quadMesh); quad.setQueueBucket(Bucket.Gui); mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); quad.setMaterial(mat); guiNode.attachChildAt(quad, 0); nextColor = ColorRGBA.randomColor(); prevColor = ColorRGBA.Black; }
Example 10
Source File: TestColoredTexture.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override public void simpleInitApp() { Quad quadMesh = new Quad(512,512); Geometry quad = new Geometry("Quad", quadMesh); quad.setQueueBucket(Bucket.Gui); mat = new Material(assetManager, "Common/MatDefs/Misc/ColoredTextured.j3md"); mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); quad.setMaterial(mat); guiNode.attachChildAt(quad, 0); nextColor = ColorRGBA.randomColor(); prevColor = ColorRGBA.Black; }
Example 11
Source File: HelloMaterial.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@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); }
Example 12
Source File: TestDepthFuncChange.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void simpleInitApp() { viewPort.setBackgroundColor(ColorRGBA.DarkGray); flyCam.setMoveSpeed(20); //top of the screen //default depth func (less or equal) rendering. //2 cubes, a blue and a red. the red cube is offset by 0.2 WU to the right //the red cube is put in the transparent bucket to be sure it's rendered after the blue one (but there is no transparency involved). //You should see a small part of the blue cube on the left and the whole red cube Box boxshape1 = new Box(1f, 1f, 1f); Geometry cube1 = new Geometry("box", boxshape1); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Blue); cube1.setMaterial(mat); rootNode.attachChild(cube1); cube1.move(0, 1.5f, 0); Geometry cube2 = cube1.clone(true); cube2.move(0.2f, 0 , 0); cube2.setQueueBucket(RenderQueue.Bucket.Transparent); cube2.getMaterial().setColor("Color", ColorRGBA.Red); rootNode.attachChild(cube2); //Bottom of the screen //here the 2 cubes are clonned and the depthFunc for the red cube's material is set to Less //You should see the whole bleu cube and a small part of the red cube on the right Geometry cube3 = cube1.clone(); Geometry cube4 = cube2.clone(true); cube4.getMaterial().getAdditionalRenderState().setDepthFunc(RenderState.TestFunction.Less); cube3.move(0,-3,0); cube4.move(0,-3,0); rootNode.attachChild(cube3); rootNode.attachChild(cube4); //Note that if you move the camera z fighting will occur but that's expected. }
Example 13
Source File: TestBloomAlphaThreshold.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void simpleInitApp() { // put the camera in a bad position cam.setLocation(new Vector3f(-2.336393f, 11.91392f, -10)); cam.setRotation(new Quaternion(0.23602544f, 0.11321983f, -0.027698677f, 0.96473104f)); // cam.setFrustumFar(1000); Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); mat.setFloat("Shininess", 15f); mat.setBoolean("UseMaterialColors", true); mat.setColor("Ambient", ColorRGBA.Yellow.mult(0.2f)); mat.setColor("Diffuse", ColorRGBA.Yellow.mult(0.2f)); mat.setColor("Specular", ColorRGBA.Yellow.mult(0.8f)); mat.setColor("GlowColor", ColorRGBA.Green); Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); matSoil.setFloat("Shininess", 15f); matSoil.setBoolean("UseMaterialColors", true); matSoil.setColor("Ambient", ColorRGBA.Gray); matSoil.setColor("Diffuse", ColorRGBA.Black); matSoil.setColor("Specular", ColorRGBA.Gray); teapot = assetManager.loadModel("Models/Teapot/Teapot.obj"); teapot.setLocalTranslation(0, 0, 10); teapot.setMaterial(mat); teapot.setShadowMode(ShadowMode.CastAndReceive); teapot.setLocalScale(10.0f); rootNode.attachChild(teapot); Vector3f boxMin1 = new Vector3f(-800f, -23f, -150f); Vector3f boxMax1 = new Vector3f(800f, 3f, 1250f); Box boxMesh1 = new Box(boxMin1, boxMax1); Geometry soil = new Geometry("soil", boxMesh1); soil.setMaterial(matSoil); soil.setShadowMode(ShadowMode.CastAndReceive); rootNode.attachChild(soil); Material matBox = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); matBox.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); matBox.setFloat("AlphaDiscardThreshold", 0.5f); Vector3f boxMin2 = new Vector3f(-5.5f, 8f, -4f); Vector3f boxMax2 = new Vector3f(-1.5f, 12f, 0f); Box boxMesh2 = new Box(boxMin2, boxMax2); Geometry box = new Geometry("box", boxMesh2); box.setMaterial(matBox); box.setQueueBucket(RenderQueue.Bucket.Translucent); // box.setShadowMode(ShadowMode.CastAndReceive); rootNode.attachChild(box); DirectionalLight light = new DirectionalLight(); light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); light.setColor(ColorRGBA.White.mult(1.5f)); rootNode.addLight(light); // load sky Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Bright/FullskiesBlueClear03.dds", EnvMapType.CubeMap); sky.setCullHint(Spatial.CullHint.Never); rootNode.attachChild(sky); fpp = new FilterPostProcessor(assetManager); int numSamples = getContext().getSettings().getSamples(); if (numSamples > 0) { fpp.setNumSamples(numSamples); } BloomFilter bloom = new BloomFilter(GlowMode.Objects); bloom.setDownSamplingFactor(2); bloom.setBlurScale(1.37f); bloom.setExposurePower(3.30f); bloom.setExposureCutOff(0.2f); bloom.setBloomIntensity(2.45f); BloomUI ui = new BloomUI(inputManager, bloom); viewPort.addProcessor(fpp); fpp.addFilter(bloom); initInputs(); }
Example 14
Source File: HelloMaterial.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { /** A simple textured cube -- in good MIP map quality. */ Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f); Geometry cube = new Geometry("My Textured Box", boxshape1); Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); mat_stl.setTexture("ColorMap", tex_ml); cube.setMaterial(mat_stl); rootNode.attachChild(cube); /** A translucent/transparent texture, similar to a window frame. */ Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f); Geometry window_frame = new Geometry("window frame", boxshape3); Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency window_frame.setQueueBucket(Bucket.Transparent); window_frame.setMaterial(mat_tt); rootNode.attachChild(window_frame); /** A cube with its base color "leaking" through a partially transparent texture */ Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f); Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4); Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/ColoredTextured.j3md"); mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple cube_leak.setMaterial(mat_tl); rootNode.attachChild(cube_leak); // cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m")); /** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */ Sphere rock = new Sphere(32,32, 2f); Geometry shiny_rock = new Geometry("Shiny rock", rock); rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres TangentBinormalGenerator.generate(rock); // for lighting effect Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); mat_lit.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg")); mat_lit.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png")); mat_lit.setFloat("Shininess", 5f); // [0,128] shiny_rock.setMaterial(mat_lit); shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit rootNode.attachChild(shiny_rock); /** 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); }
Example 15
Source File: SkyFactory.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public static Spatial createSky(AssetManager assetManager, Texture west, Texture east, Texture north, Texture south, Texture up, Texture down, Vector3f normalScale, int sphereRadius) { final Sphere sphereMesh = new Sphere(10, 10, sphereRadius, false, true); Geometry sky = new Geometry("Sky", sphereMesh); sky.setQueueBucket(Bucket.Sky); sky.setCullHint(Spatial.CullHint.Never); sky.setModelBound(new BoundingSphere(Float.POSITIVE_INFINITY, Vector3f.ZERO)); Image westImg = west.getImage(); Image eastImg = east.getImage(); Image northImg = north.getImage(); Image southImg = south.getImage(); Image upImg = up.getImage(); Image downImg = down.getImage(); checkImagesForCubeMap(westImg, eastImg, northImg, southImg, upImg, downImg); Image cubeImage = new Image(westImg.getFormat(), westImg.getWidth(), westImg.getHeight(), null); cubeImage.addData(westImg.getData(0)); cubeImage.addData(eastImg.getData(0)); cubeImage.addData(downImg.getData(0)); cubeImage.addData(upImg.getData(0)); cubeImage.addData(southImg.getData(0)); cubeImage.addData(northImg.getData(0)); if (westImg.getEfficentData() != null){ // also consilidate efficient data ArrayList<Object> efficientData = new ArrayList<Object>(6); efficientData.add(westImg.getEfficentData()); efficientData.add(eastImg.getEfficentData()); efficientData.add(downImg.getEfficentData()); efficientData.add(upImg.getEfficentData()); efficientData.add(southImg.getEfficentData()); efficientData.add(northImg.getEfficentData()); cubeImage.setEfficentData(efficientData); } TextureCubeMap cubeMap = new TextureCubeMap(cubeImage); cubeMap.setAnisotropicFilter(0); cubeMap.setMagFilter(Texture.MagFilter.Bilinear); cubeMap.setMinFilter(Texture.MinFilter.NearestNoMipMaps); cubeMap.setWrap(Texture.WrapMode.EdgeClamp); Material skyMat = new Material(assetManager, "Common/MatDefs/Misc/Sky.j3md"); skyMat.setTexture("Texture", cubeMap); skyMat.setVector3("NormalScale", normalScale); sky.setMaterial(skyMat); return sky; }